class
AISubActionPlayVoiceOver_Record_Implementation
- 0 properties
- 8 functions
Extends IScriptable ISerializable
Properties
None.
Functions
static bool IsConditionFulfilled(AIbehaviorScriptExecutionContext context, WeakHandle<game.data.AISubActionPlayVoiceOver_Record> record)staticRTTI globalre.Hooks.Place( "AISubActionPlayVoiceOver_Record_Implementation", "AISubActionPlayVoiceOver_Record_Implementation::IsConditionFulfilled;ScriptExecutionContextAISubActionPlayVoiceOver_Record", (AISubActionPlayVoiceOver_Record_Implementation_IsConditionFulfilled x) => { return re.Hooks.CallOriginal<re.msgpack.Bool>(); } ); [Msgpack.Gen] public readonly partial record struct AISubActionPlayVoiceOver_Record_Implementation_IsConditionFulfilled( AIbehaviorScriptExecutionContext context, WeakHandle<game.data.AISubActionPlayVoiceOver_Record> record );static void Activate(AIbehaviorScriptExecutionContext context, WeakHandle<game.data.AISubActionPlayVoiceOver_Record> record)staticRTTI globalre.Hooks.PlaceVoid( "AISubActionPlayVoiceOver_Record_Implementation", "AISubActionPlayVoiceOver_Record_Implementation::Activate;ScriptExecutionContextAISubActionPlayVoiceOver_Record", (AISubActionPlayVoiceOver_Record_Implementation_Activate x) => { re.Hooks.CallOriginalVoid(); } ); [Msgpack.Gen] public readonly partial record struct AISubActionPlayVoiceOver_Record_Implementation_Activate( AIbehaviorScriptExecutionContext context, WeakHandle<game.data.AISubActionPlayVoiceOver_Record> record );static bool IsDelayConditionFulfilled(AIbehaviorScriptExecutionContext context, WeakHandle<game.data.AISubActionPlayVoiceOver_Record> record, float duration)staticRTTI globalre.Hooks.Place( "AISubActionPlayVoiceOver_Record_Implementation", "AISubActionPlayVoiceOver_Record_Implementation::IsDelayConditionFulfilled;ScriptExecutionContextAISubActionPlayVoiceOver_RecordFloat", (AISubActionPlayVoiceOver_Record_Implementation_IsDelayConditionFulfilled x) => { return re.Hooks.CallOriginal<re.msgpack.Bool>(); } ); [Msgpack.Gen] public readonly partial record struct AISubActionPlayVoiceOver_Record_Implementation_IsDelayConditionFulfilled( AIbehaviorScriptExecutionContext context, WeakHandle<game.data.AISubActionPlayVoiceOver_Record> record, float duration );static AIbehaviorUpdateOutcome Update(AIbehaviorScriptExecutionContext context, WeakHandle<game.data.AISubActionPlayVoiceOver_Record> record, float duration)staticRTTI globalre.Hooks.Place( "AISubActionPlayVoiceOver_Record_Implementation", "AISubActionPlayVoiceOver_Record_Implementation::Update;ScriptExecutionContextAISubActionPlayVoiceOver_RecordFloat", (AISubActionPlayVoiceOver_Record_Implementation_Update x) => { return re.Hooks.CallOriginal<re.msgpack.AIbehaviorUpdateOutcome>(); } ); [Msgpack.Gen] public readonly partial record struct AISubActionPlayVoiceOver_Record_Implementation_Update( AIbehaviorScriptExecutionContext context, WeakHandle<game.data.AISubActionPlayVoiceOver_Record> record, float duration );static void Deactivate(AIbehaviorScriptExecutionContext context, WeakHandle<game.data.AISubActionPlayVoiceOver_Record> record, float duration, bool interrupted)staticRTTI globalre.Hooks.PlaceVoid( "AISubActionPlayVoiceOver_Record_Implementation", "AISubActionPlayVoiceOver_Record_Implementation::Deactivate;ScriptExecutionContextAISubActionPlayVoiceOver_RecordFloatBool", (AISubActionPlayVoiceOver_Record_Implementation_Deactivate x) => { re.Hooks.CallOriginalVoid(); } ); [Msgpack.Gen] public readonly partial record struct AISubActionPlayVoiceOver_Record_Implementation_Deactivate( AIbehaviorScriptExecutionContext context, WeakHandle<game.data.AISubActionPlayVoiceOver_Record> record, float duration, bool interrupted );static void SendVoiceOverEvent(AIbehaviorScriptExecutionContext context, WeakHandle<game.data.AISubActionPlayVoiceOver_Record> record, CName debugInitContext)staticRTTI globalre.Hooks.PlaceVoid( "AISubActionPlayVoiceOver_Record_Implementation", "AISubActionPlayVoiceOver_Record_Implementation::SendVoiceOverEvent;ScriptExecutionContextAISubActionPlayVoiceOver_RecordCName", (AISubActionPlayVoiceOver_Record_Implementation_SendVoiceOverEvent x) => { re.Hooks.CallOriginalVoid(); } ); [Msgpack.Gen] public readonly partial record struct AISubActionPlayVoiceOver_Record_Implementation_SendVoiceOverEvent( AIbehaviorScriptExecutionContext context, WeakHandle<game.data.AISubActionPlayVoiceOver_Record> record, CName debugInitContext );static bool IsCooldownConditionFulfilled(AIbehaviorScriptExecutionContext context, WeakHandle<game.data.AISubActionPlayVoiceOver_Record> record)staticRTTI globalre.Hooks.Place( "AISubActionPlayVoiceOver_Record_Implementation", "AISubActionPlayVoiceOver_Record_Implementation::IsCooldownConditionFulfilled;ScriptExecutionContextAISubActionPlayVoiceOver_Record", (AISubActionPlayVoiceOver_Record_Implementation_IsCooldownConditionFulfilled x) => { return re.Hooks.CallOriginal<re.msgpack.Bool>(); } ); [Msgpack.Gen] public readonly partial record struct AISubActionPlayVoiceOver_Record_Implementation_IsCooldownConditionFulfilled( AIbehaviorScriptExecutionContext context, WeakHandle<game.data.AISubActionPlayVoiceOver_Record> record );static bool IsSquadmateConditionFulfilled(AIbehaviorScriptExecutionContext context, WeakHandle<game.data.AISubActionPlayVoiceOver_Record> record)staticRTTI globalre.Hooks.Place( "AISubActionPlayVoiceOver_Record_Implementation", "AISubActionPlayVoiceOver_Record_Implementation::IsSquadmateConditionFulfilled;ScriptExecutionContextAISubActionPlayVoiceOver_Record", (AISubActionPlayVoiceOver_Record_Implementation_IsSquadmateConditionFulfilled x) => { return re.Hooks.CallOriginal<re.msgpack.Bool>(); } ); [Msgpack.Gen] public readonly partial record struct AISubActionPlayVoiceOver_Record_Implementation_IsSquadmateConditionFulfilled( AIbehaviorScriptExecutionContext context, WeakHandle<game.data.AISubActionPlayVoiceOver_Record> record );